This commit is contained in:
Heidesommer 2026-05-26 01:52:03 -04:00
parent 240f4d01ae
commit 066ca149c5
22 changed files with 1765 additions and 1758 deletions

View file

@ -2608,27 +2608,27 @@ expose_secret_interaction = {
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_important
}
has_character_flag = agenda_towards_escalation
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_important
}
}
}
add = -100
}
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_important
# }
# has_character_flag = agenda_towards_escalation
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_important
# }
# }
# }
# add = -100
# }
}
}
modifier = {
@ -2645,27 +2645,27 @@ expose_secret_interaction = {
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_supporter
}
has_trait = fp3_struggle_detractor
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_supporter
}
}
}
add = -100
}
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_supporter
# }
# has_trait = fp3_struggle_detractor
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_supporter
# }
# }
# }
# add = -100
# }
}
}
# modifier = {

View file

@ -188,68 +188,68 @@ gift_interaction = {
}
}
# Struggle Catalyst
if = {
limit = {
scope:actor = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_gift_independent_ruler
CHAR = scope:recipient
}
}
}
}
hidden_effect = {
scope:actor = {
every_character_struggle = {
involvement = involved
limit = { phase_has_catalyst = catalyst_gift_independent_ruler }
activate_struggle_catalyst = {
catalyst = catalyst_gift_independent_ruler
character = scope:actor
}
}
}
}
}
if = {
limit = {
fp3_struggle_involves_one_supporter_and_one_detractor = {
FIRST = scope:actor
SECOND = scope:recipient
}
scope:actor = {
any_character_struggle = {
#involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gift_supporter_detractor_ruler
CHAR = scope:recipient
}
}
}
}
hidden_effect = {
scope:actor = {
every_character_struggle = {
#involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gift_supporter_detractor_ruler
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_gift_supporter_detractor_ruler
character = scope:actor
}
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_gift_supporter_detractor_ruler }
}
}
}
}
# # Struggle Catalyst
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_gift_independent_ruler
# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
# CATALYST = catalyst_gift_independent_ruler
# CHAR = scope:recipient
# }
# }
# }
# }
# hidden_effect = {
# scope:actor = {
# every_character_struggle = {
# involvement = involved
# limit = { phase_has_catalyst = catalyst_gift_independent_ruler }
# activate_struggle_catalyst = {
# catalyst = catalyst_gift_independent_ruler
# character = scope:actor
# }
# }
# }
# }
# }
# if = {
# limit = {
# fp3_struggle_involves_one_supporter_and_one_detractor = {
# FIRST = scope:actor
# SECOND = scope:recipient
# }
# scope:actor = {
# any_character_struggle = {
# #involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_gift_supporter_detractor_ruler
# CHAR = scope:recipient
# }
# }
# }
# }
# hidden_effect = {
# scope:actor = {
# every_character_struggle = {
# #involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_gift_supporter_detractor_ruler
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_gift_supporter_detractor_ruler
# character = scope:actor
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_gift_supporter_detractor_ruler }
# }
# }
# }
# }
# FP2 Urbanism Legacy Perk 2: increase cultural acceptance when gifting a republican vassal
if = {
@ -455,27 +455,27 @@ gift_interaction = {
}
add = {
value = 0
if = {
limit = {
scope:recipient = {
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
has_character_flag = agenda_towards_escalation
}
}
add = -100
}
else_if = {
limit = {
scope:recipient = {
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
}
add = 200
}
# if = {
# limit = {
# scope:recipient = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_gift_independent_ruler
# }
# has_character_flag = agenda_towards_escalation
# }
# }
# add = -100
# }
# else_if = {
# limit = {
# scope:recipient = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_gift_independent_ruler
# }
# }
# }
# add = 200
# }
}
}
}
@ -643,93 +643,93 @@ gift_interaction = {
has_relation_rival = scope:actor
}
}
AND = { # Independent ruler within the struggle should be considered
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
# AND = { # Independent ruler within the struggle should be considered
# any_character_struggle = {
# phase_has_catalyst = catalyst_gift_independent_ruler
# }
# }
}
}
}
# Struggle
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
scope:actor = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
}
NOT = {
has_relation_rival = scope:recipient
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -100
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
scope:recipient = {
has_character_flag = agenda_towards_deescalation
}
}
add = {
value = 150
if = {
limit = { scope:recipient = { is_ai = no} }
add = 150 # higher for human player to Prioritize them
}
# Then lower the intent depending on the gold reserve
# Base value applied if the AI has 3x the gold cutoff
multiply = {
value = short_term_gold
divide = {
value = gift_interaction_cutoff
multiply = 3
}
}
}
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
}
add = {
value = 25
if = {
limit = { scope:recipient = { is_ai = no} }
add = 150 # higher for human player to Prioritize them
}
# Then lower the intent depending on the gold reserve
# Base value applied if the AI has 3x the gold cutoff
multiply = {
value = short_term_gold
divide = {
value = gift_interaction_cutoff
multiply = 3
}
}
}
}
}
}
# # Struggle
# modifier = {
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_gift_independent_ruler
# }
# }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_gift_independent_ruler
# }
# NOT = {
# has_relation_rival = scope:recipient
# }
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# has_character_flag = agenda_towards_escalation
# }
# }
# add = -100
# }
# else_if = {
# limit = {
# scope:actor = {
# has_character_flag = agenda_towards_deescalation
# }
# scope:recipient = {
# has_character_flag = agenda_towards_deescalation
# }
# }
# add = {
# value = 150
# if = {
# limit = { scope:recipient = { is_ai = no} }
# add = 150 # higher for human player to Prioritize them
# }
# # Then lower the intent depending on the gold reserve
# # Base value applied if the AI has 3x the gold cutoff
# multiply = {
# value = short_term_gold
# divide = {
# value = gift_interaction_cutoff
# multiply = 3
# }
# }
# }
# }
# else_if = {
# limit = {
# scope:actor = {
# has_character_flag = agenda_towards_deescalation
# }
# }
# add = {
# value = 25
# if = {
# limit = { scope:recipient = { is_ai = no} }
# add = 150 # higher for human player to Prioritize them
# }
# # Then lower the intent depending on the gold reserve
# # Base value applied if the AI has 3x the gold cutoff
# multiply = {
# value = short_term_gold
# divide = {
# value = gift_interaction_cutoff
# multiply = 3
# }
# }
# }
# }
# }
# }
modifier = {
factor = 0.1

View file

@ -1404,70 +1404,70 @@
}
}
}
modifier = {
scope:recipient = {
has_trait = fp3_struggle_supporter
any_character_struggle = {
involvement = involved
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_imprison_supporter
}
has_trait = fp3_struggle_detractor
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_imprison_supporter
}
}
}
add = -100
}
}
}
modifier = {
scope:recipient = {
has_trait = fp3_struggle_detractor
any_character_struggle = {
involvement = involved
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_imprison_detractor
}
has_trait = fp3_struggle_supporter
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_imprison_detractor
}
}
}
add = -100
}
}
}
# modifier = {
# scope:recipient = {
# has_trait = fp3_struggle_supporter
# any_character_struggle = {
# involvement = involved
# }
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_imprison_supporter
# }
# has_trait = fp3_struggle_detractor
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_imprison_supporter
# }
# }
# }
# add = -100
# }
# }
# }
# modifier = {
# scope:recipient = {
# has_trait = fp3_struggle_detractor
# any_character_struggle = {
# involvement = involved
# }
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_imprison_detractor
# }
# has_trait = fp3_struggle_supporter
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_imprison_detractor
# }
# }
# }
# add = -100
# }
# }
# }
# TGP Be more careful with blocs generally
house_bloc_tyranny_war_modifiers = yes

View file

@ -304,11 +304,11 @@ ep3_hof_ask_for_influence_interaction = {
OR = {
AND = {
has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = fornicator GENDER_CHARACTER = scope:actor }
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:fornicator GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = adulterer GENDER_CHARACTER = scope:actor }
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:adulterer GENDER_CHARACTER = scope:actor }
}
}
}
@ -338,15 +338,15 @@ ep3_hof_ask_for_influence_interaction = {
OR = {
AND = {
has_trait = kinslayer_1
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_2
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_3
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor }
}
}
}